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synced 2026-08-07 17:55:48 +08:00
BulletSim: cosmetic changes (comments and renaming). Give mass to terrain to improve interactions.
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@@ -67,8 +67,8 @@ public class BSShapeCollection : IDisposable
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public DateTime lastReferenced;
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}
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private Dictionary<ulong, MeshDesc> Meshes = new Dictionary<ulong, MeshDesc>();
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private Dictionary<ulong, HullDesc> Hulls = new Dictionary<ulong, HullDesc>();
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private Dictionary<System.UInt64, MeshDesc> Meshes = new Dictionary<System.UInt64, MeshDesc>();
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private Dictionary<System.UInt64, HullDesc> Hulls = new Dictionary<System.UInt64, HullDesc>();
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private Dictionary<uint, BodyDesc> Bodies = new Dictionary<uint, BodyDesc>();
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public BSShapeCollection(BSScene physScene)
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@@ -121,7 +121,7 @@ public class BSShapeCollection : IDisposable
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// Track another user of a body
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// We presume the caller has allocated the body.
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// Bodies only have one user so the reference count is either 1 or 0.
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public void ReferenceBody(BulletBody body, bool atTaintTime)
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public void ReferenceBody(BulletBody body, bool inTaintTime)
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{
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lock (m_collectionActivityLock)
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{
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@@ -147,7 +147,7 @@ public class BSShapeCollection : IDisposable
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body.ID, body);
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}
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};
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if (atTaintTime)
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if (inTaintTime)
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createOperation();
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else
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PhysicsScene.TaintedObject("BSShapeCollection.ReferenceBody", createOperation);
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@@ -272,7 +272,7 @@ public class BSShapeCollection : IDisposable
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// Release the usage of a shape.
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// The collisionObject is released since it is a copy of the real collision shape.
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public void DereferenceShape(BulletShape shape, bool atTaintTime, ShapeDestructionCallback shapeCallback)
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public void DereferenceShape(BulletShape shape, bool inTaintTime, ShapeDestructionCallback shapeCallback)
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{
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if (shape.ptr == IntPtr.Zero)
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return;
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@@ -294,14 +294,14 @@ public class BSShapeCollection : IDisposable
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if (shape.ptr != IntPtr.Zero & shape.isNativeShape)
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{
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DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,ptr={1},taintTime={2}",
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BSScene.DetailLogZero, shape.ptr.ToString("X"), atTaintTime);
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BSScene.DetailLogZero, shape.ptr.ToString("X"), inTaintTime);
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if (shapeCallback != null) shapeCallback(shape);
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BulletSimAPI.DeleteCollisionShape2(PhysicsScene.World.ptr, shape.ptr);
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}
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break;
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}
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};
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if (atTaintTime)
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if (inTaintTime)
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{
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lock (m_collectionActivityLock)
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{
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@@ -441,7 +441,7 @@ public class BSShapeCollection : IDisposable
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// Native shapes are always built independently.
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newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, shapeData), shapeType);
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newShape.shapeKey = (ulong)shapeKey;
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newShape.shapeKey = (System.UInt64)shapeKey;
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newShape.isNativeShape = true;
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// Don't need to do a 'ReferenceShape()' here because native shapes are not tracked.
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@@ -461,7 +461,7 @@ public class BSShapeCollection : IDisposable
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BulletShape newShape = new BulletShape(IntPtr.Zero);
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float lod;
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ulong newMeshKey = ComputeShapeKey(shapeData, pbs, out lod);
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System.UInt64 newMeshKey = ComputeShapeKey(shapeData, pbs, out lod);
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// if this new shape is the same as last time, don't recreate the mesh
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if (newMeshKey == prim.BSShape.shapeKey && prim.BSShape.type == ShapeData.PhysicsShapeType.SHAPE_MESH)
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@@ -484,7 +484,7 @@ public class BSShapeCollection : IDisposable
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return true; // 'true' means a new shape has been added to this prim
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}
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private BulletShape CreatePhysicalMesh(string objName, ulong newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
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private BulletShape CreatePhysicalMesh(string objName, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
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{
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IMesh meshData = null;
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IntPtr meshPtr;
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@@ -531,7 +531,7 @@ public class BSShapeCollection : IDisposable
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BulletShape newShape;
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float lod;
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ulong newHullKey = ComputeShapeKey(shapeData, pbs, out lod);
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System.UInt64 newHullKey = ComputeShapeKey(shapeData, pbs, out lod);
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// if the hull hasn't changed, don't rebuild it
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if (newHullKey == prim.BSShape.shapeKey && prim.BSShape.type == ShapeData.PhysicsShapeType.SHAPE_HULL)
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@@ -554,7 +554,7 @@ public class BSShapeCollection : IDisposable
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}
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List<ConvexResult> m_hulls;
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private BulletShape CreatePhysicalHull(string objName, ulong newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
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private BulletShape CreatePhysicalHull(string objName, System.UInt64 newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod)
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{
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IntPtr hullPtr;
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@@ -667,7 +667,7 @@ public class BSShapeCollection : IDisposable
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// Create a hash of all the shape parameters to be used as a key
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// for this particular shape.
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private ulong ComputeShapeKey(ShapeData shapeData, PrimitiveBaseShape pbs, out float retLod)
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private System.UInt64 ComputeShapeKey(ShapeData shapeData, PrimitiveBaseShape pbs, out float retLod)
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{
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// level of detail based on size and type of the object
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float lod = PhysicsScene.MeshLOD;
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@@ -680,10 +680,10 @@ public class BSShapeCollection : IDisposable
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lod = PhysicsScene.MeshMegaPrimLOD;
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retLod = lod;
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return (ulong)pbs.GetMeshKey(shapeData.Size, lod);
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return pbs.GetMeshKey(shapeData.Size, lod);
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}
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// For those who don't want the LOD
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private ulong ComputeShapeKey(ShapeData shapeData, PrimitiveBaseShape pbs)
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private System.UInt64 ComputeShapeKey(ShapeData shapeData, PrimitiveBaseShape pbs)
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{
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float lod;
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return ComputeShapeKey(shapeData, pbs, out lod);
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@@ -717,6 +717,7 @@ public class BSShapeCollection : IDisposable
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if (mustRebuild || forceRebuild)
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{
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// Free any old body
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DereferenceBody(prim.BSBody, true, bodyCallback);
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BulletBody aBody;
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